Console-tations by Ian Johnston
NGPC Logo

    Title: Baseball Stars
    Publisher: SNK
    Developer: SNK
    Platform: NeoGeo Pocket Color

Disclosure: Core purchased this product for review directly from retail.

The Bottom Line

Having first appeared on the NES and later on the NeoGeo Gold system, Baseball Stars is one of SNK's most well known titles. Both of the aforementioned incarnations of the game were excellent for their time and respective platform. With the recent release of the NeoGeo Pocket Color in the US, SNK has seen fit to port many of their most popular titles to the relatively young handheld. Having already released Baseball Stars for the black and white NeoGeo Pocket, SNK had to do a little retooling for the color version. While Baseball Stars Color is fun and comes equipped with some intriguing features it isn't a direct port of either the NES or NeoGeo Gold version of the game. Nevertheless, those who want an excellent, no frills game of baseball will definitely find Baseball Stars on the NeoGeo Pocket Color to be to their liking.

A Closer Look

Although Baseball Stars Color does contain a few interesting features it's still essentially a straight up game of baseball. Just about everything you'd expect to find in a good game of baseball is contained within Baseball Stars Color. There aren't extensive stats or real teams, but things like the DH, basic stats such as ERA and batting average, and player condition are included. Unfortunately, some Little League-esque rules have been implemented including a ten run mercy rule whereby if you're losing by ten or more runs the game will be called. Thankfully, this can be turned on and off in the Option mode. Additionally, some other silly rules are present and can't be turned off. When an infield pop fly is hit and there are less than two outs the play is automatically ended and ruled an out. Also, the starting pitcher for any given game cannot be the starting pitcher in the following game. While it is highly irregular for any real pitcher to start two games in a row in this day of five-man rotations, it's not something that's forbidden in baseball.

Baseball Stars Color contains a One-Player and Versus mode in addition to the obligatory Option mode and a Versus Edit mode. Twelve teams are immediately selectable with an additional four teams that have to be unlocked. When selecting your team you'll notice that each team is given a letter grade for pitching, batting, fielding, and running aptitude. Some teams have great pitching and poor hitting while others have great speed and merely average pitching and batting ability. After selecting your team you're prompted to pick between an open field park and a dome stadium. You're then taken to the matchup screen where you see your team, the opposing team, and the venue you selected. This screen is also where you can decide if you want to bat first or last and also if you want the DH on or off. Once you're past that you've got to select your starting pitcher. You can see each pitcher's ERA, name, righthand or lefthand designation, as well as their condition, which is very important. Every player falls under one of five different conditions; Great, Good, Normal, Bad, and Terrible. The better the condition of the player the better that player will perform. After you've got your pitcher selected you can adjust your lineup and see the stats for each and every player on your team.

The graphics in Baseball Stars Color are absolutely exceptional. Intricate player movements like the subtle swing of the batter's bat and the multiple movements in the pitcher's windup and delivery are well animated. The venue, other players, and the field itself look quite good, but aren't anything spectacular. The onscreen menus such as the one showing the batter and pitcher's name and stats look relatively plain but convey the information they intend to. The view when batting and pitching is fixed and is a behind-the-batter view. All in all, Baseball Stars Color has solid, if unspectacular, graphics.

The game's biggest flaw is in the music and sound effects department. While the sound effects are decent, but also unspectacular, the music is extremely annoying. The same five seconds of music are cycled over, and over, and over, and over again. Anyone who sits down to play a game of Baseball Stars Color will definitely want to turn the volume on their NeoGeo Pocket Color all the way down.

As alluded to previously, the gameplay is solid without any substantial frills. When on offense you can move around in the batter's box, lay down bunts, swing for the fences, and direct the ball upon impact. When pitching you can move around on the mound, try to pick off runners, and adjust the speed and direction of your pitch. On the down side, each pitcher essentially has a repertoire of only three pitches-a change up, a fastball, and a curveball. One of the best features of the game is the "Ace in the Hole" option that can be selected when you take a time out. Your "Ace in the Hole" can be either a batter or pitcher and, when selected, will enter the game with enhanced abilities. This feature is included to give you a shot at closing a team out or making a last minute comeback win. Also, your roster is constantly expanding as you get a new player each and every time you win a game.

When everything is taken into account Baseball Stars Color is a basic game of baseball with a few frills. It's got good graphics, decent sound effects, a fair amount of replay value, and enough options and features to please most baseball fans. While not on par with most top of the line console baseball games, Baseball Stars Color is likely to be the best game of baseball you can get on a handheld system. If you're into baseball and you've got or are planning to get a NeoGeo Pocket Color, Baseball Stars Color should be one of the first titles you buy.

Graphics:

    +Animations for batter and pitcher are intricate and fluid
    +Venue and field look good and are vibrant

Sound:

    +/-Sound effects are decent, but could've been better -Music is annoying as the same five seconds of music gets player repeatedly

Gameplay:

    +"Ace in the Hole" feature adds an interesting element to the game +Extensive amount of control over batter -Pitcher can only throw three pitches

Replay Value:

    +Four secret teams to be unlocked +Extra players are earned for winning games +Versus mode gets a friend in on the action -Black and white version of Baseball Stars can't be used in conjunction with Baseball Stars Color for two-player games

Overall:

    Graphics: B+
    Sound: C+
    Gameplay: A-
    Replay Value: A+
    Overall: B+

NGPC Logo

    Title: Crush Roller
    Publisher: SNK
    Developer: ADK Corporation
    Platform: NeoGeo Pocket Color

Disclosure: Core purchased this product for review directly from retail.

The Bottom Line

When one thinks of SNK, one usually thinks of one of their many fighting game series. Whether it be King of Fighters, Samurai Shodown, Fatal Fury, or another, SNK is synonymous with fighting games. However, SNK platforms have had their fair share of sports games, punch and kick sidescrollers, and of course, puzzle games. Most notably, Taito's Bust A Move made its debut on SNK's Neo-Geo Gold system and has now appeared on the PlayStation and N64. Crush Roller hasn't appeared on any of SNK's consoles, but the old arcade favorite has hit the Neo-Geo Pocket Color courtesy of ADK. While Crush Roller does offer up a lot of mindless fun, it simply doesn't have the staying power to make it a worthwhile purchase. It's got plain but decent graphics, good sound effects and music, and an amusing premise, but it's basically a Pac-Man clone with significant aesthetic differences, and as such it falls flat. Hardcore puzzle game fans might find Crush Roller to be worth thirty to thirty-five bucks, but the vast majority of folks out there are going to want to save their money for something else.

A Closer Look

Most puzzle games involve the repetition of a particular action and thus, logic would make one wonder why they seem to appeal to such a broad spectrum of people. Games like Tetris, Klax, and Minesweeper have enthralled many a gamer and still do so today.

Quite a few puzzle games have lasted the test of time and never cease to be entertaining. All of the aforementioned puzzle games fall into that category and share two things in common. Those two things explain not only their appeal, but their lasting power as well. They're easy to just pick up and play, but they take a long, long time to master. That simplicity on the surface and complexity below the surface are the two elements that pull you in and keep you playing respectively.

Graphically, Crush Roller neither looks good nor bad, but rather very, very average. Lots of colors and nice animation, but nothing that'd make anyone sit up and take notice. All the characters, including your own, move fluidly, but other than that, there isn't anything really noteworthy to speak of. "Incredibly average" sums up Crush Roller's graphics perfectly.

Similarly, the music and sound effects elicit a very apathetic response. The tunes aren't the generic pop rock kind that plague so many of today's games, but are instead somewhat of a throwback. They can best be described as catchy keyboard music, with lots of high-pitched sounds playing in rapid succession. The sound effects, such as when your paintbrush is moving across unpainted street, or the sound of an Irkster leaving footprints on freshly painted street, are very unrealistic sounding, but that's to be expected from a very cartoonish game such as Crush Roller.

The gameplay is essentially identical to that of Pac-Man's. Both games are played from an overhead perspective, but instead of trying to eat a maze full of pellets and avoid ghosts, you use a paintbrush to paint a maze of streets while avoiding monsters.

These monsters come in several different varieties; blue, yellow, red, and purple. Blue monsters are slow and can be easily dealt with, yellow monsters are a bit faster than blue ones, red monsters are even faster than yellow monsters, and purple monsters are the fastest of the bunch. In order to capture a monster you've got to run over it with a paint roller. At least one paint roller is located on every stage, with there often being two per stage. The red and purple monsters are fast enough that they'll require some quick reflexes to avoid, but the blue and yellow monsters are a non-factor unless they're working in tandem with a red or purple monster.

As previously mentioned, your main objective is to paint the entirety of each stage. Aside from avoiding and or killing monsters, you have to contend with an Irkster on every stage. These Irksters are cute little creatures that run onto the stage and leave footprints over any painted area they touch. If you can make contact with the Irkster who's leaving the footprints you'll get rid of said Irkster and nab some points in the process, but the footprints that are left have to be painted over before the stage can be completed. Furthermore, as was found in Pac-Man, there are openings on the top, bottom, and sides of each level. You have to pass through each of these openings in addition to painting every inch of street in each stage in order to progress to the next stage. After defeating a stage you'll have the option of going to one of several other stages, with the stage layout resembling a branch pattern of sorts. By pressing the option button after completing a stage you can see which stages you've finished and which you haven't, so you can determine which path you want to follow. All of the stages have two stories and a 3D intersection, so even if you think you've painted the entire stage there could well be an unpainted patch of street beneath a second story bridge.

Four different modes are immediately available, and they are One-Player, Collection, Trial, and Versus. Surprisingly, there's no Option mode to be found, which is unfortunate as an Option mode is an essential component of every game. The One-Player mode has you attempt to progress through each stage and reach the end. Simple enough. The Collection mode lets you view all the Irksters you've captured on all the stages you've completed. Each captured Irkster goes towards completing the Irkster Collection Album, which is obviously a Pokemon takeoff. The Trial mode also has you attempt to complete stages, but instead of being able to select your path you try to defeat a series of stages and uncover a picture. Each stage makes up a block of a picture and when you complete a stage you reveal a part of the picture. Lastly, the Versus mode pits you against a friend in a race to see who can color a particular maze of streets first. The high cheesyness factor in both the Collection and Versus modes could've and should've been left out.

When all is said and done, Crush Roller is just another mediocre title among a sea of mediocre titles. The Neo-Geo Pocket Color is quickly amassing a respectable library of quality games, so there are plenty of good titles to choose from. Crush Roller doesn't deserve to be called bad or below average, but it simply isn't worth the thirty to thirty-five dollars you'd have to pay for it. Bust A Move or Puyo Pop would be better purchases if you've got to have a puzzle game for your NGPC. Diehard puzzle game fans or fans of the arcade version of Crush Roller may well find the NGPC version to be an excellent buy, but all others need not waste their money.

Graphics:

    +Smooth animation
    +Plenty of color
    -Rather bland

Sound:

    +Nice, retro-esque keyboard music
    +/-Exaggerated sound effects that are very forgettable

Gameplay:

    +/-If you've played Pac-Man you'll know how to play Crush Roller
    +Easy to pick up and play
    -Not enough in the way of gameplay elements to keep you entertained for very long

Replay Value:

    +/-Standard One-Player and Versus modes
    +Lots of stages to try and defeat
    -Collection mode is an homage to Pokemon and has no redeeming qualities
    -No Options mode is inexcusable

Overall:

    Graphics: C+
    Sound: B-
    Gameplay: C+
    Replay Value: C-
    Overall: C

Nintendo 64 Logo

    Title: Roadsters
    Publisher: Titus
    Developer: Titus
    Platform: Nintendo 64

The Bottom Line

Although it's true that the N64 is, to this day, severely lacking in quite a few genres (RPG's most notably), there's definitely a scant few quality racing games for Nintendo's ailing console. Titles like Nintendo's own Cruis N' USA and Midway's World Driver Championship simply can't measure up to masterpieces such as Polphony Digital's Gran Turismo and EA's Need For Speed III, both PlayStation titles. Titus, obviously aware of the lack of quality N64 racers, has recently released their own N64 racing title. Roadsters is an amalgamation of a traditional style racing title and one, such as Mario Kart 64, that has a heavy emphasis on amusing characters. Although Roadsters isn't of the same caliber as Gran Turismo, it is right up there with Beetle Adventure Racing as the best racing game currently available for the N64. With a host of amusing characters, a sizable selection of vehicles, multiple modes of play, variable weather, upgradeable vehicles, and superb graphics (due to the game's Expansion Pak support), Roadsters is an above average racing title sure to please fans of racing games. However, at $59.95 it falls just a tad short of being worth full price.

A Closer Look

Ever since the days of Pole Position, racing games have been incredibly popular. Unlike some other genres, whose popularity wanes, gamers everywhere can't seem to get enough racing. In the current market, a solid lineup of racing titles is a critical component to any console's success. Although successful in North America, the N64 has managed to achieve its current level of success without anything near what amounts to an adequate selection of racing games. Enter Titus and their racer Roadsters to attempt to fill the void somewhat.

Graphically, Roadsters is definitely a step above the usual N64 fare. Due to the fact that it has Expansion Pak support, there is a minimal amount of pop up, and the ever-present blurry textures that are so prevalent in N64 titles are thankfully minimal as well. Those two factors contribute greatly to the relatively polished and smooth graphics present throughout the game. Now, this isn't to say there's absolutely no pop up and no blurry textures, but what little pop up there is isn't very detectable and the blurry texture are few and far between. You'd have to really concentrate to notice either. As far as the stages go, they range from snow laden Ski Resort stage, to the tropical island like Rocket Base stage, to the Tudor Village stage which is very reminiscent of what you'd imagine an old village in England might look like. The weather effects that accompany the various stages are done quite well, although the lighting in many of the stages just isn't quite right. The Tudor Village stage especially is a lot darker than it should be.

Roadster's music and sound effects are essentially a mixed bag. On the plus side, the assorted sounds such as the screeching tires when you peel out and the increase in engine noise as your speed increases sound as they should. Even the various character utterances, which I'll address a little further on in this very review, come across crisp and clean and perfectly understandable. On the minus side, the music is just too reminiscent of the kind of soft rock most of us would like to forget. Lots of treble guitar played at too high a pitch and too fast a speed. It's not so bad you'd want to turn the volume down, but it's about as forgettable as game music can be.

A total of five different modes are available from the start, and they include Roadster Trophy, Multiplayer, Quick Race, Time Trial, and Options. With the exception of the Roadster Trophy mode, the other modes are standard fare in racing games of all kinds. There are some subtle nuances of course, but none significant enough to merit any mention. The Roadster Trophy mode contains three different leagues, and each league corresponds to a different category with three categories in all. Category C contains cars with less than 250 horsepower, category B had cars with horsepower of between 250 and 350, and category A has cars are all over 350 horsepower. Initially, the category C cars will be the ones available to you, but as you progress through the Roadster Trophy mode you'll unlock the other two categories. League 3 races are run using category C cars, League 2 races are run using category B cars, and League 1 is run using category A cars. You have to start racing in League 3 and beat that league before League 2 is available. Then, as you might expect, you'll have to defeat League 2 in order to be able to race in League 1. When you start in Roadster Trophy mode you've got $45,000, and $20,000 of that is accounted for immediately in the form of an entrance fee. So, you've got to find the best car you can among the initially available cars that costs $25,000 or less and hope it's good enough to get you through League 3 and onto League 2 with a little extra cash. You can use any cash you accumulate to upgrade your existing car in addition to purchasing an entirely new car and you win money at the end of each race based on your finishing position. Ideally you'll want to have enough money to upgrade your car or to buy another car, but you have to have enough to pay the entrance fee for the subsequent league at the very least. If you find that, at the end of any give league, that you don't have enough money to pay the entrance fee for the following league the game ends and you've got to start all over again.

As mentioned in the opening paragraph, Roadsters is an amalgamation of a traditional style racing title and one, such as Mario Kart 64, that has a heavy emphasis on amusing characters. A total of eight characters will be available to you including the evil scientist Mr. Slim and the surfer Billy among others. Each character is very distinct, and that distinction goes beyond mere appearance. As you race around the various tracks, the character you've opted to race with will say different things depending on what's going on. For example, if you spin out while driving with Billy he'll exclaim, "Major downer dude!" Similarly, if you're racing with Mr. Slim and you happen to approach another driver he'll say, "Out of my way!" in his creaky, mad scientist voice. Albeit quite cheesy, the characters and their various personalities give the game a little more flair and ambiance than it would have otherwise. The super realistic physics model and control found in titles such as Gran Turismo are nowhere to be found in Roadsters. This game is an arcade racer through and through. The control is very loose and lends itself well to beginners and racing veterans alike. The thirty plus cars, each different from the other, offer something for novices and experts.

All in all, Roadsters is a breath of fresh air for N64 owners clamoring for a good racing game. The Expansion Pak support, multitude of characters and cars, interesting locales, and intuitive control among other things give Roadsters a certain appeal heretofore unseen in an N64 racer. As good as Roadsters is though, it falls just short of being worth full price. However, if you can find it on sale or used it's a great buy and will likely give you many hours of enjoyment.

Graphics:

    +Smooth animation
    +High framerate
    +Expansion Pak support
    +Minimal pop up
    +Very few blurry textures
    +Interesting and colorful stages
    -Awkward lighting on several stages

Sound:

    +Crisp, clear sound effects add to the game's atmosphere
    -80's-esque upbeat soft rock music isn't atrocious, but is positively forgettable

Gameplay:

    +Loose, arcade style control makes the game easy to play right off the bat

Replay Value:

    +Four different modes, including a multiplayer mode, should keep most occupied for a while
    +In excess of thirty vehicles
    +Ten interesting tracks that differ quite a bit from each other

Overall:

    Graphics: B+
    Sound: B-
    Gameplay: A-
    Replay Value: B+
    Overall: B+

[More Console-tations] [Back to Collector Times]
[Prev.] [Return to Reviews] [Return to Gaming] [Disclaimer] [Next]

Copyright © 2000 Ian Johnston

ian@coremagazine.com

About the Author